It’s not exactly for hacking, but I occasionally use this move in Dungeon World for the sneaky-guy-scouting-ahead:
It hard-frames the scouting as having happened. The sneaky guy goes off and does their thing and (on a 7+) saw what there and has already made it back to the rest of the party. We don’t play out the individual scouting action. We just use their choices to flesh out what happened.
On a 6-, they either don’t come back (and then you jump to the others and say something like “it’s been too long, what do you do?”) or they make it back but with trouble in hot pursuit (and when things calm down, I maybe give the scout some info on what happened before they had to flee).
This works really well because it keeps the spotlight on the scout for a relatively short amount of table time, returning them to the rest of the group so that decisions can be made together.
It also prevents the usual shenanigans where the Thief takes a stupid risk in order to something “clever” or “devious” or to just steel something, causing the scouting action to descend into a huge suck of screen time. (You know what I’m talking about… the player who plays the Thief seems to be particularly prone to this type of poor decision making).
Finally, by framing most of the action as having happened, you can ask the scout to fill in a lot of details without technically crossing the Line.
“Okay, Ranger… a 10+? Cool. You snuck ahead and found that, sure enough, there’s an encampment of gnolls between you and the bridge. Maybe a dozen of them. Looks like they’ve been there a while. There was an overturned cart by the side of the road, probably a previous traveler that they waylaid. What options do you pick?”
“Hmm… I think I determined the biggest threat or danger. What was it?”
“Hmm. Well, I think you realized that they’ve got captives. Previous travelers probably, who got waylaid by the gnolls when attempting to cross the bridge. They’ve… not been treated well. I think you saw some of the gnolls goading them to fight or hurt each other for food. From what you’ve heard, they do that sort of thing, forcing their captives into savagery and destroying their humanity. If you leave the gnolls alone, their prisoners are in for a truly horrible end… and some of them will basically end up little better than the gnolls themselves.”
“Ugh. Okay, I’ll definitely choose to have gotten away clean then.”
“Cool, but tell me… what happened that made you decide to leave and come back when you did?”
“Oh, I think I saw one of the captives beat another one to near death for a small hunk of meat, and… well, it was just too much. We need to do something about this, y’all.”
Anyhow, I think an approach like this would work really well for any sort of “legwork” activity, like preemptive hacking.